smooth out jaggy lines with a given threshold. For each point in a stroke, the ones with in a given distance of its previous segment will be removed,
thus "zig-zag" artefacts can be cleaned up.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12050
This node replaces the deprecated Attribute Randomize node, populating
a vector, float, integer or boolean field with random values. Vector,
float, and integer have min/max settings, which are also field aware.
The boolean type has a probability value for controlling what portion
of the output should be true. All four types have a field seed input
which is implicitly driven by the index, otherwise, all values would
be the same "random" value.
The Random Float node is now deprecated like other nodes, since it is
redundant with this node.
Differential Revision: https://developer.blender.org/D12603
This commit also add an experimental userPreferences to prevent proxies
conversions on file load, and reporting for amount of coverted proxies
(and possible issues).
Note that potentially linked proxies from other libraries are not
hamdled here (this feature seems to be broken anyway in master
currently?).
When Browsing libraries the asset files were opened multiple times.
once to determine the needed groups to query and once for each
group to query the items in the group. For file browsing this makes sense
but for asset browsing this can be reduced.
This patch will load the asset files recursively and only opens them once.
Another change is that only the assets are requested and not filtered out
later in the process.
This patch is needed to simplify the library indexing. Where
we need access to the full library content.
## The numbers ##
Benchmarked by adding scenes of the spring open movie to the default
asset library. Refreshing the asset library would recursively load all the files
there.
| **8bc27c508a** | Processed 317 'directories/libraries' | 7.573986s |
| **Patch** | Processed 42 'directories/libraries' | 0.821013s |
{F10442811}
Reviewed By: mont29, Severin
Maniphest Tasks: T91406
Differential Revision: https://developer.blender.org/D12499
Using a RenderResult (or a Viewer) was never really working (think you
cant get a real ImBuff from these) -- cannot use it as a clone, stencil
or canvas [Single Image paint texture slot].
In the case of using it as a 2D paint clone image this would also crash
[due to the Image Editor drawing refactor in 2.91].
Now [in the spirit of T73182 / D11179], prevent using these where
unappropriate by using rna pointer polling functions.
Also add a security check for the 2D paint clone image crash in case a
stencil ImBuff cannot be provided for some reason, but generally old
files are now patched in do_versions_after_linking_300 (thx @brecht!).
Fixes T91625.
Maniphest Tasks: T91625
Differential Revision: https://developer.blender.org/D12609
Flags controlling link/append code are split between two enums, one in
`DNA_space_types.h` and one in `BLO_readfile.h`.
This commit:
- Moves flags exclusively used in WM and BLO code to `eBLOLibLinkFlags`
in `BLO_readfile.h`. Flags in `eFileSel_Params_Flag` from
`DNA_space_types.h` are now only the ones effectively used by the
file browser editor code too.
- Fixes some internal utils in `readfile.c` still taking `short` flag
parameter instead of proper `int` one.
NOTE: there are a few other flags that could probably be moved to
`eBLOLibLinkFlags` (at the very least `FILE_LINK`, probably also
`FILE_AUTOSELECT` and `FILE_ACTIVE_COLLECTION`), since those are not
effectively used by the file browser, and control linking/appending
behavior, not filebrowser behavior.
However for now think it's safer to not touch that.
This commit adds to ID struct a new optional 'weak reference' to a
linked ID (in the form of a blend file library path and full ID name).
This can then be used on next append to try to find a matching local ID
instead of re-making the linked data local again.
Ref. T90545
NOTE: ID re-use will be disabled for regular append for the time being
(3.0 release), and only used for assets. Therefore, this commit should
not change anything user-wise.
Differential Revision: https://developer.blender.org/D12545
rB8e21d528cab98 neglected to add versioning to add the new
"use_attribute" and "attribute_name" properties to the modifier input
list. Though they are added if the modifier's interface is updated, that
doesn't happen when the file is loaded, so patch adds them manually.
Another solution would be calling `MOD_nodes_update_interface`,
but that would require including the modifiers module.
Differential Revision: https://developer.blender.org/D12535
The versioning has to have different behavior for when the old default
value had a float type rather than a double type. Also use memcpy
rather than dupalloc, since it's a bit clearer.
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycleshttps://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
Draw thumbnails as strip overlay. This works for movie and image strips.
To draw thumbnails, this overlay has to be enabled and strips must be
tall enough.
The thumbnails are loaded from source file using separate thread and
stored in cache.
Drawing code uses only images stored in cache, and if any is missing,
background rendering job is started. If job can not render thumbnail,
to prevent endless loop of creating job for missing image it sets
`SEQ_FLAG_SKIP_THUMBNAILS` bit of `Sequence` flag.
To prevent visual glitches during timeline panning and zooming, `View2D`
flag `V2D_IS_NAVIGATING` is implemented. If bit is set, drawing code
will look for set of evenly distributed thumbnails that should be
guaranteed to exist and also set of previously displayed thumbnails.
Due to volatile nature of cache these thumbnails can be missing anyway,
in which case no new thumbnails will be drawn for particular strip.
Cache capacity is limited to 5000 thumbnails and performs cleanup of
non visible images when limit is reached.
ref T89143
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12266
Add tools for image manipulation in sequencer preview region.
This includes:
- Translate, rotate and resize operators, tools and gizmos
- Origin for image transformation
- Median point and individual origins pivot modes
- Select and Box select operator works in preview
- Image overlay drawing
ref T90156
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12105
Adds an "Auto" option to blend thumbnail types that will automatically
use Screenshot if there is no camera and 3dview, or workbench render
with shading settings from the largest 3dview.
See D12407 for more details.
Differential Revision: https://developer.blender.org/D12407
Reviewed by Campbell Barton
With this, asset libraries can be directory structures and all assets in
sub-directories will show up in an Asset Browser.
With complex directory structures and many .blend files inside, asset
library reading will be quite slow for now. There's initial work being
done to introduce indexing for this (T82979), other optimizations are
being discussed as well.
Addresses T91406.
Differential Revision: https://developer.blender.org/D12139
This allows crease lines to be automatically hidden on smooth surfaces, also provided options for:
- Showing crease on marked sharp edges.
- Force crease detection on smooth surfaces.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: http://developer.blender.org/D12051
This commit fully refactors the way linked IDs are made local when
appended.
Previously, `BKE_library_make_local` was (ab)used for this task, but it
was missing some contextual data and doing complex processing to try to
work around this, with limited sucess. Further more, it was nearly
impossibe to extend (e.g. to get new append behaviors necessary for the
asset project).
The new code is a dedicated append step in WM linking process.
NOTE: BPY API (`libray.load()` context manager) uses its own code here,
which still relies on `BKE_library_make_local` for appending.
Unfortunately, merging those two different code paths is not trivial so
for now this API will remain unchanged.
Fix T55629: Append already linked Data is impossible.
rBe2f99c338bd57 should have used the subversion currently defined
in Blender, instead it used one lower, so some files didn't have the
versioning applied.
Recently we have decided to avoid fancier versioning for nodes with
string inputs for attribute names when updating the attribute workflow
for 3.0. In that case we would just duplicate any node that will
have an updated version to work with fields.
We want to be able to use the "proper" ID names for the new versions
of the nodes though, so this patch adds "Legacy" to the IDs of all
nodes that will be replaced in 3.0. This commit also removes the nodes
from the add menu when the fields experimental preference is enabled,
in order to make it clear what has been updated and what hasn't.
Nodes in the "Maybe" categories in versioning_300.c can be renamed
later if necessary. For now it's probably better to be conservative,
and to keep the list complete.
Differential Revision: https://developer.blender.org/D12420
Previously fluid simulation and Alembic modifiers had a dedicated function
to query the velocity for motion blur. Now use a more generic system where
those modifiers output a velocity attribute.
Advantages:
* Geometry and particle nodes can output velocity through the same mechanism,
or read the attribute coming from earlier modifiers.
* The velocity can be preserved through modifiers like subdivision surface or
auto smooth.
* USD and Alembic previously only output velocity from fluid simulation, now
they work with velocity from other sources too.
* Simplifies the code for renderers like Cycles and exporters like
Alembic and USD.
This breaks compatibility:
* External renderers and exporters accessing these velocities through the
Python API now need to use the attribute instead.
* Existing modifier node setups that create an attribute named "velocity"
will render differently with motion blur.
Differential Revision: https://developer.blender.org/D12305
This adds an option to use a capture of the entire main window as the
blend file preview thumbnail.
See D10492 for details and examples.
Differential Revision: https://developer.blender.org/D10492
Reviewed by Campbell Barton
Previously, built-in nodes had to implement "socket templates"
(`bNodeSocketTemplate`) to tell Blender which sockets they have.
It was nice that this was declarative, but this approach was way
too rigid and was cumbersome to use in many cases.
This commit starts to move us away from this rigid structure
by letting nodes implement a function that declares the sockets
the node has. Right now this is used as a direct replacement
of the "socket template" approach to keep the refactor smaller.
It's just a bit easier to read and write.
In the future we want to support more complex features like
dynamic numbers of sockets and type inferencing. Those features
will be easier to build on this new approach.
This new approach can live side by side with `bNodeSocketTemplate`
for a while. That makes it easier to update nodes one by one.
Note: In `bNodeSocketTemplate` socket identifiers were made
unique automatically. In this new approach, one has to specify
unique identifiers manually (unless the name is unique already).
Differential Revision: https://developer.blender.org/D12335
This mesh primitive enhances the Cube mesh primitive and allows the
creation of a cuboid with a configurable size and number of vertices
in all 3 directions. The Cube primitive is now similar to the Grid
primitive except that it works in 3 dimensions.
Previously it was possible to create a cube and scale it arbitrarily
along each axis. You could also subdivide the mesh, but the number of
subdivisions was equal along all axes. This meant that making the basic
frame for something like modular buildings wasn't trivial.
Inspired by tutorials and files for modular building creation.
The cuboid is created as a `Mesh` so that large meshes with millions of
faces are created quickly. Though edge calculation could be faster if
implemented here, edges are calculated using `BKE_mesh_calc_edges`
to reduce complexity, and in hopes that they may be calculated lazily
for `Mesh` in the future like vertex normals.
See the differential revision for more information.
Differential Revision: https://developer.blender.org/D11810
The storage of IDProperty UI data (min, max, default value, etc) is
quite complicated. For every property, retrieving a single one of these
values involves three string lookups. First for the "_RNA_UI" group
property, then another for a group with the property's name, then for
the data value name. Not only is this inefficient, it's hard to reason
about, unintuitive, and not at all self-explanatory.
This commit replaces that system with a UI data struct directly in the
IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond
storing the description, name, and RNA subtype, derived structs are used
to store type specific UI data like min and max.
Note that this means that addons using (abusing) the `_RNA_UI` custom
property will have to be changed. A few places in the addons repository
will be changed after this commit with D9919.
**Before**
Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group,
then the subgroup for the original property, then specific UI data
is accessed like any other IDProperty.
```
prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True)
prop["min"] = 1.0
```
**After**
After, the `id_properties_ui` function for RNA structs returns a python
object specifically for managing an IDProperty's UI data.
```
ui_data = idproperties_owner.id_properties_ui("prop_name")
ui_data.update(min=1.0)
```
In addition to `update`, there are now other functions:
- `as_dict`: Returns a dictionary of the property's UI data.
- `clear`: Removes the property's UI data.
- `update_from`: Copy UI data between properties,
even if they have different owners.
Differential Revision: https://developer.blender.org/D9697
Add mode to overwrite strips on overlap instead of resolving overlap.
When overlap is created, 3 things can happen:
- On partial overlap, handles of overlapped strip are moved
- On complete overlap with smaller strip, overlapped strip is split
- On complete overlap with larger strip, overlapped strip is removed
This mode can be enabled in header.
Reviewed By: fsiddi, mano-wii
Differential Revision: https://developer.blender.org/D11805
We now use a for_each function with callback to iterate through all sequences in the scene.
This has the benefit that we now only loop over the sequences in the scene once.
Before we would loop over them twice and allocate memory to store temporary data.
The allocation of temporary data lead to unintentional memory leaks if the code used returns to exit out of the iteration loop.
The new for_each callback method doesn't allocate any temporary data and only iterates though all sequences once.
Reviewed By: Richard Antalik, Bastien Montagne
Differential Revision: http://developer.blender.org/D12278
Previously when loading an thumbnails for an asset the whole file was
read. Reason this was done was perhaps a future idea to load
all thumbnails inside a blendfile in a single go. This was never implemented
and currently unneeded disk and cpu cycles was spend with finding out what
preview to load.
This patch adds an early break when the thumbnail that the caller is
interested in has been found. This improves the thumbnail extraction
when looking into large files.
Reviewed By: mont29
Maniphest Tasks: T90908
Differential Revision: https://developer.blender.org/D12312
This overlay was intended to identify the active objects in modes
like Sculpt Mode, where you don't have any extra visual indication
of what is the current and target object when switching directly
between them.
After having flash on mode transfer on the transfer mode operator,
the visual information this overlays provides is redundant. It is
still available in case some users want to use it like a way of
focusing on the active object.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D12303
Compressing blendfiles can help save a lot of disk space, but the slowdown
while loading and saving is a major annoyance.
Currently Blender uses Zlib (aka gzip aka Deflate) for compression, but there
are now several more modern algorithms that outperform it in every way.
In this patch, I decided for Zstandard aka Zstd for several reasons:
- It is widely supported, both in other programs and libraries as well as in
general-purpose compression utilities on Unix
- It is extremely flexible - spanning several orders of magnitude of
compression speeds depending on the level setting.
- It is pretty much on the Pareto frontier for all of its configurations
(meaning that no other algorithm is both faster and more efficient).
One downside of course is that older versions of Blender will not be able to
read these files, but one can always just re-save them without compression or
decompress the file manually with an external tool.
The implementation here saves additional metadata into the compressed file in
order to allow for efficient seeking when loading. This is standard-compliant
and will be ignored by other tools that support Zstd.
If the metadata is not present (e.g. because you manually compressed a .blend
file with another tool), Blender will fall back to sequential reading.
Saving is multithreaded to improve performance. Loading is currently not
multithreaded since it's not easy to predict the access patterns of the
loading code when seeking is supported.
In the future, we might want to look into making this more predictable or
disabling seeking for the main .blend file, which would then allow for
multiple background threads that decompress data ahead of time.
The compression level was chosen to get sizes comparable to previous versions
at much higher speeds. In the future, this could be exposed as an option.
Reviewed By: campbellbarton, brecht, mont29
Differential Revision: https://developer.blender.org/D5799
Instead of handling mmap, compression etc. all directly in readfile.c, refactor
the code to use a generic FileReader.
This makes it easier to add new compression methods or similar, and allows to
reuse the logic in other places (e.g. thumbnail reading).
Reviewed By: campbellbarton, brecht, mont29
Differential Revision: https://developer.blender.org/D5799